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*2024-05-23 Development Build 0.225.0.16
* Greatly optimised the galaxy generation codebase.
* Added the groundwork for more stellar object types. L,T,Y Classes, T-Tauri, Wolf-Rayet, Neutron Stars, White Dwarf stars and Rogue Planets. * Re-imported the Sol-sector real world stars, also with about 600 new additions. * Fixed the positioning offset of the real world stars. * Fixed the positioning offset of Sol's planets. * Fixed Sag A* not being at 0,0,0 properly. * Replaced the old 2D Sag A* model with an all new hand-crafted volumetric version.* Fixed the collisions in the VIP Quarters bedroom doorway.
*2024-05-26 Development Build 0.225.0.17
* Optimised the array-sorting code for the galaxy sectors.
* Moved some of the galaxy-gen code to async functions running on the background thread. * Increased the scale of the realtime starfield so that stars/nebulae don't move about when you rotate the external ship camera. * Fixed the world-scale of the Nebulae. They were too small before, and are now correctly 100ly in diameter. * Moved the test Nebula to -25500,0,0 as it's much bigger now. That's 300ly from Sol, which is a 1hr flight time. * Optimised the nebulae shader a bit. Nebulae should now appear less bright and a bit more realistic. * Implemented a YouTube player in the Conference Room. Click the "Load URL" button and then paste in YouTube link. It will auto play when you press enter.* Added a new light source in the Conference Room that's synced to the YouTube video. It looks awesome if you turn the room lighting off.
*2024-05-30 Development Build 0.225.0.18
* Created a new isolated data container for galactic sectors to store high level data. This means we can gather things like stellar populations without actually generating the star system data, which is much more performant.
* Converted the Sensors UI to use the new data structure.* Greatly expanded the code for generating the "Background State" of any given sector. If you browse galactic sectors on the Sensors GPS tab, you will now see data relating to what the game will eventually generate there.
*2024-06-03 Development Build 0.225.0.19
* Added SQLite functionality in preparation for importing a 2000ly radius of real world stars (about 60 million real stars)
* Updated the "Hold E to use the mouse" functionality so that it no longer zooms the view. You can still hold RMB at the same time to zoom. * Updated the Sensors GPS screen so that the Display Focus buttons properly switch between modes. * Added a "Manual Loc" marker to the Sensors GPS screen. * Updated the general look and feel of the "Ship Loc" and "Manual Loc" markers on the Sensors GPS screen. * Polished the position/zoom of the galaxy map on the Sensors GPS screen. It's now correct for any focus/coordinate combination. * Updated the "Manual Location" coordinates on the Sensors UI so that the same coordinates are shared between the GPS and Long Range modes. * Fixed the ship marker being in the wrong place on the holo-display. * Updated the Holo-display to support all of the various galaxy map focus/coordinate combinations. * Fixed the various label/marker materials so they properly stop rendering beyond the border of the holo-display.* Optimised some of the target marker code for the GPS display mode.
*2024-06-06 Development Build 0.225.0.20
* Added MIDI input support for the lounge piano.
* Fixed the star names duplicating on the Long Range sensors. * Fixed the range controls not filtering by distance on the Long Range sensors. * Fixed the filter dropdown not filtering the Long Range sensors output. * Fixed the sensor output text being too large for the display (still needs a lot of work). * Linked the Long Range Manual Location coordinates to the GPS mode equivalent.* The Long Range sensors will now list the stars from any manually entered sector, allowing you to plot a course to anywhere, from anywhere, at any range.
*2024-06-10 Development Build 0.225.0.21
* Fixed the YouTube screen in the Conference Room.
* Improved the MIDI code on the piano, so hopefully it will support more devices now. * Worked with @Yuudai to create a database of 17.6 million real world stars. * Implemented a new seed system made by @Tristian that gives us 2^256 unique seeds. That's a big number. * Substantially cleaned up the galaxy generation code. * Greatly improved how galactic sectors are generated, with gaps in real world data backfilled with procedural generation. * Increased the range in which various star classes are rendered. * Improved the array sort function on the stellar data, which seems to have removed all hitching when the ship moves 1ly.* Added a pool table to the VIP Lounge. It's just a static prop right now, but I have plans for it in the future.
*2024-06-10 Development Build 0.225.0.22
* This is a hotfix for the MIDI/Piano system. A single space made all the difference
*2024-06-17 Development Build 0.225.0.23
* The front of the ship now has its base geometry, which at this stage is still just a hollow shell.
* The drone camera speed controls (mouse wheel) are now exponential, and have a much higher upper speed limit. * The drone camera now resets to the bridge with its default speed if you press the middle mouse button.* The first-person torch is now twice as bright, with double the range.
*2024-06-21 Development Build 0.225.0.24
* Updated the piano code to be compatible with more MIDI devices.
* Worked with @Tristian to further refine the sector-gen code on the galaxy. It's only taking about 50ms now to generate a typical sector. * Updated the Real Stars SQL data using @Yuudai's updated DB structure, which is now a bit faster. * Changed the order in which some aspects of the galaxy-gen happens, further improving generation speed. * Renamed some of the more famous stars to reflect their common names. Still a lot of cleaning/tidying to do on the real stellar data. * Modelled and added the rear section of the ship's basic framework, so it's almost entirely airtight now. * Added a temporary floor to the Brig, so you no longer fall out when brigged.* Updated the "Home" key when sat at the Helm so that it properly targets Earth's new location.
*2024-06-24 Development Build 0.225.0.25
* Updated the new game start location to align with the new Sol coordinates.
* Updated the Home button to align with the new Sol coordinates. * Built a new star actor for LTY class stars. * Tied the real world LTY stars to the new actor.* Added procedural LTY class stars to the whole galaxy. Right now the population numbers are static. I need to research their real world distribution more.
*2024-06-28 Development Build 0.225.0.26
* Fixed the Sol planets having strayed outside of the Sol system.
* Improved the lighting on LTY Class stars. * Improved the magenta tint on T Class stars.* Added/refined more of the structural framework on D and C decks. (The bit I did on stream is at the front of C Deck)
*2024-07-01 Development Build 0.225.0.27
* Added Saggitarius A* to the new Real Stars DB. I still need to add the code to recognise real Black Holes.
* @Yuudai has added approximately 2 million White Dwarf stars to the Real Stars DB. They will be recognised as such in game soon. * Built a script for manually tweaking some of the Real Stars data, which we can run each time there's a new data pull. * Updated the Real Stars DB to the latest version, which now has 18.2 million objects within 2000ly of Sol. * Replaced the D Deck geometry with a blocked out version of its full new layout. * Replaced the E Deck geometry with a blocked out version of its full new layout.* Turned the player torch into a mini sun for exploring the new dark areas.
*2024-07-05 Development Build 0.225.0.28
* Re-jigged the crew quarters corridors to create a straight path to the outer ring.
* Doubled the width of the outer ring and placed test seating around it. * Created a space for the bowling alley. * Created the Internal Security area, with a firing range, office space, and 4 brig cells. * Added the interior framework skin for the lower ring supports. * Added the start of some structural ribbing inside the lower ring supports. * Added a test route for the access path from F Deck through the ring supports.* Generally tweaked and refined the D/E Deck interior layout.
*2024-07-11 Development Build 0.225.0.29
* Further explored and refined the internal layout of D/E Decks.
* Added the ability to zoom the Short Range sensors properly on the Holo-Display, with accurate distance scales. * Added a temporary zoom clamp to the Short Range sensors on the Holo-Display, to prevent planets getting too large. * Created new Holo-Display materials for the Sol planets and their associated rings. * Created new Holo-Display materials for the Procedural planets. * Refined the code for generating visual stars/planets. * Created a new master class for "pre-textured" planets, like those of the Sol system. All pre-textured planets now inherit from this single class. * Created a new master class for "procedurally textured" planets. All procedurally textured planets now inherit from this single class. * Added Holo-Display compatibility to all planet and star types.* Added some super WIP running lights to the ship's hull.
*2024-07-19 Development Build 0.225.0.30
* Created macros for various bits of repetitive math used when building stellar data.
* Added a few additional data points to the stellar data pool. * Fixed the Roche Limit calculation for all star classes * Added a Luminosity multiplier to the Roche Limit when placing the first planet in a system, to simulate the effect of stellar wind etc from larger stars. * Added 80 stellar sub-classes to the star data generation, from O0V (50,000K) down to Y9 (250K). * Significantly overhauled and expanded the data structures for planetary bodies. * Refined and optimised the code for defining Orbital Distances. * Refined and optimised the code for defining Base Planet Types. * Refined and optimised the code for defining Planetary Masses. * Refined and optimised the code for defining Core, Mantle and Crust densities. * Refined and optimised the code for defining Core Mass Fractions. * Refined and optimised the code for defining Planetary Radii & Volumes. * Refined and optimised the code for defining Planetary Gravity. * Refined and optimised the code for defining Planetary Atmospheres. * Refined and optimised the code for defining Surface Temperatures. * Refined and optimised the code for defining Final Planet Types. * Refined and optimised the code for defining Orbital Characteristics. * Refined and optimised the code for defining Planetary Data Objects. * Added a new "Has Life?" boolean to the planet data. Big things will be coming from this soon. * Updated the Sensors UI to list a lot of the new data points on Long Range scans. * Updated the Live Starfield code to manage its own ship-relative location/rotation.* Updated the static Star Skybox to manage its own ship-relative rotation.
*2024-07-26 Development Build 0.225.0.31
* Fixed the Sol planets all defaulting to the Earth class.
* Fixed the Filter on the Long Range sensors not filtering properly. * Made the Long Range target list display the actual planet types. This is temporary for testing purposes. * Fixed Black Holes behaving strangely. * Black Holes now have a proper stellar mass range, with correspondingly small radii. * Added planets to Black Holes. The huge Roche Limits generally mean you won't find anything other than icy bodies and ice giants. * Reduced the size of the "Imposter" dot you see in space for planets. * Fixed atmospheres not rendering properly on the new procedural planets class. * Planetary escape velocity is now available as a data point. * Added atmospheric chemicals to Gas Giants * Added a random 10% chance of life on Gas Giants (temporary for testing)* Fundamentally changed how planetary systems are constructed.
*2024-07-31 Development Build 0.225.0.32
* Proto-planetary disk mass fractions (Hydrogen / Helium / Metals) are now implemented.
* Proto-planetary disk size is now properly calculated. * Proto-planetary disk lifetime / evaporation are now properly calculated. * Planets will no longer form beyond the Carbon Monoxide Snow Line, at around 30 Kelvin. This region will become a Kuiper Belt equivalent. * Stars now report their mass fractions, metallicity, gravity and escape velocity. * Gas Giant determination now depends on a body's ability to hold on to Molecular Hydrogen, which is properly calculated from the initial rocky body's escape velocity and the equilibrium temperature. * Rocky Cores now use up the actual "metals" mass available in the proto-planetary disk, which properly limits the total mass of rocky cores in the system. * Gas Giant Envelopes now use up the Hydrogen/Helium mass available in the proto-planetary disk, which properly constrains the size of Gas Giants in the system.* Improved the Long Range sensors data on the UI, with separate boxes and more organised information.
*2024-08-08 Development Build 0.225.0.33
* Polished up more of the ceiling framework around the C Deck core and stairwell area.
* All floor panels on the ship have now been replaced by a common actor, with a simple static mesh input. Previously all floor panels were children of this actor, but this change removes some file structure bloat and makes the system far more versatile moving forwards. * Built new floor panels for the C Deck stairwell area. These same panels will also be re-used on D/E Decks eventually. * Finalised the framework where the main stairwell cuts between decks, including the lip measurements and the location of the wall panel brackets. * Built a new staircase for the main stairwell that properly fits the new deck heights, which is overall a lot more high-poly compared to the previous one, thanks to Nanite. It still requires handrails and some smoothing off however. * Removed Steve from his guard post on A Deck, and give him the ability to freely roam the ship. He could be anywhere, hiding quietly in the dark.* Rebuilt the ship-wide nav mesh, so NPC's can path around once more.
*2024-08-12 Development Build 0.225.0.34
* Finished the new main stairwell stairs structure, and added some additional detail to the top and bottom steps. It still needs the glass adding back.
* Added "Headbob" as an option under Gameplay Settings. It's now off by default, and is no longer connected to the "C" camera cycle. * Added "Camera Zoom Amount" to the Accessibility Options, which controls how much the camera zooms when you press the right mousebutton. 0% is essentially equal to your current FOV, and 100% is equivalent to an FOV of 5, which is super zoomed in. Hopefully this will help players who have difficulty reading the text on UI screens. * The mouse speed now scales with zoom level, so it will slow down when zoomed in. * Added the "Home" key to the quick reference to let players know you can press Home when sat at the Helm to target Earth.* Fixed the floor panels in Engineering rendering as untextured squares.
*2024-08-15 Development Build 0.225.0.35
* Added 23 new crosshair variations to the Controls Settings.
* Fixed the "Press F" text staying on screen when you enter a drone camera. * Added Forward/Back indicators to the tutorial text box. * Replaced the static background image on the tutorial text box with a dynamic border version. * Updated various pieces of framework geometry around B Deck. * Created a new custom collisions mesh for the B Deck framework flooring. * Modelled a couple of test wall panels for the B Deck main stairwell planter.* Removed the window meshes from the staterooms on B Deck temporarily. They'll be replaced with scene-projection capable versions.
*2024-08-19 Development Build 0.225.0.36
* Nudged a few wall panel brackets around a bit for perfect alignment.
* Modelled 7 new wall panel meshes for B Deck. * Added the B Deck information screens back in. * Changed the layout of the stateroom entrance alcoves slightly on the build template, wrapping the carpet to the wall profile.* Fixed some missing collisions and filled some framework gaps around B Deck.
*2024-08-20 Development Build 0.225.0.37
* Fixed all the wall panels around F/G Decks.
* Fixed some flooring panels around the G Deck maintenance tunnels.* Modelled new floor panels for the stateroom entrance alcoves.
*2024-08-22 Development Build 0.225.0.38
* Finalised a lot of the ceiling framework around B Deck.
* Adjusted the VIP Lounge entry panels on B Deck to include a curved top to match the ceiling panel. * Added bolts/brackets to the WIP ceiling panels outside of the VIP Lounge. * Added a couple more wall panels to B Deck. * Built a new security desk on B Deck. * Built a new ceiling light above the security desk. * Built new carpet panels to fit around the security desk.* Optimised the framework wall panel brackets to be slightly less high-poly.
*2024-08-27 Development Build 0.225.0.39
* Created a new SQL database for storing backer star systems. Right now it's just name, star temperature and location. The planets are procedural.
* Implemented the new Backer Stars database into the galaxy gen. * Tweaked the anchor points for floor/wall/ceiling panels on B Deck for more accurate snap-alignment. * Built some more wall panels for the B Deck corridor. * Built some more floor panels for the B Deck corridor. * Created a custom collision mesh for the B Deck server room floor. * Tweaked the anchor positions on C Deck Ring 1. * Copied the B Deck wall and floor panels down to C Deck. * Made the Info Screen actor more generic, so it can be used anywhere without the need to create child classes. (Reducing folder bloat) * Added a lot more attachment bolts around B Deck. * Reduced the gaps between the floor panels.* Merged the double floor panels in front and behind the B Deck security desk into single panels.
*2024-08-29 Development Build 0.225.0.40
* The flooring tiles now actively show dirt/grime when their grunge value increases.
* When players/NPCs step on a floor tile they add 0.01 to that tile's grunge value. * For testing, and because we don't have a crew yet, floor tiles will tick up 0.01 grunge every 60 seconds. * Added the old Roomba back to the game, which now actively cleans dirty floor tiles! It will eventually be replaced by an actual cleaning droid. * Built several new wall panels around B Deck. * Fixed some holes in the VIP Kitchen wall. * Fixed some wall panels facing the wrong way in Engineering. * Replaced the old balustrade lighting solution with a new one that is much more reliable. * Removed the data centre doorway from B Deck, in favour of it being on C Deck alongside all the science labs.* Added additional backer systems to the new database. We now have 40 backer systems in the game.
*2024-09-02 Development Build 0.225.0.41
* Fleshed out the structural framework behind the B Deck stairwell planters.
* Modelled 9 new wall panels for the B Deck stairwell area. * Added some missing bolts to existing B Deck wall panels. * Copied compatible panels down to C/D Decks.* Started modelling the B Deck ceiling area.
*2024-09-05 Development Build 0.225.0.42
* Experimented with various ceiling panel designs on B Deck.
* Made the main crew lift fully functional, with call buttons on decks B through F, and a deck selection panel within the lift. * Added a WIP interior lift door, which opens along a curve. I might make all the doors curved where they exist on a curved wall.* Added mouse sensitivity controls to the camera drone. Simply press [ or ] to decrease/increase the sensitivity in 5% increments.
*2024-09-13 Development Build 0.225.0.43
* Added bolts to a few more wall panels that were missing them.
* Updated the handrail height on most panels so that they all match, and added a support bracket so that the handrails are no longer hovering in mid-air. * Modelled some new doors for the main crew lift, both interior and exterior. These doors move on a curved track, and we'll use that approach for all doors on curved walls from now on. * Moved the lift closer to the wall framework, which reduces the gap between the doors, but also causes some geometry to clip through the doors. This will be fixed on a per-deck basis. * Fixed one of the lights on the Bridge ceiling not responding to the wall controls properly. * Built a few new wall panels for the VIP Quarters, including a shelving unit and a WIP bed frame. * Implemented a number of new shaders for handling triplanar projection on both moving and non-moving geometry. The new shaders are approximately 66% more memory efficient, utilising only a single texture sample instead of three. * Updated the vast majority of the materials used on the ship interior to utilise the new shaders, and generally tidied them all up. * Updated the roomba and floor panel code to work with the new shaders. * Fixed the textures on the Bridge/Lounge chairs warping when the chair moves. * Fixed the textures in the lift warping when the lift moves. * Updated the Wood and Resin floor materials so that they support dirt/grime properly.* Increased the detail of the Resin floor material to include hairline scratches and a slight ripple effect.
*2024-09-17 Development Build 0.225.0.44
* Added bolts and new railings to 6 more wall panel meshes.
* Added some subtle scratches to the ship's structural framework material. * Re-modelled the VIP Quarters alcove carpet to remove the excessive gap, and to add its bolts. * Re-modelled the VIP Quarters doorframe to reduce the white panel's curve size, add the proper handrail, and add its bolts. * Added the "auto refresh" on/off functionality to the Long Range sensors. * Fixed Black Holes rendering at their full size on the Holo Display. * Fixed the Holo Display turning itself back on if you have it turned off. * Added a ship's cat. * Added much smoother spline-based pathfinding for the cat, and built a new system for handling idle animations. * Started the process of finalising the ship's various framework pieces for the upcoming demo update. * Cleaned up a few dirty carpets that the poor roomba can't reach.* Updated the Backer Systems database. We now have 54 backer systems in the game (Still only Name/Type/Location currently).
*2024-09-27 Development Build 0.225.0.45
* Built a whole new list item UI element for listing star systems on the Long Range sensors.
* Added a splash of colour to the star system UI element, which uses the star's Kelvin temperature. * Added a "Percentage Explored" indicator to the star system UI element, the functionality of which will be built over time. * Replaced the existing Long Range sensor listing with the new UI element. (Replaces the tree method, which never really worked smoothly) * Added a new page on the Long Range sensors for the planetary listings. * Added a fade animation between the two Long Range sensor pages. * Built a new UI element to host the "Send To Helm" button and the Coordinates display. * Updated several UNOS UI elements to support additional functionality/customisation.* Moved the "auto refresh" on/off UI element to a more sensible location on the Long Range sensors.
*2024-09-27 Development Build 0.225.0.45 - Hotfix
* Added the Real World and Backer stellar catalogues. Unreal doesn't copy those files over automatically when packaging, so they were absent on the Laptop-based temporary build solution
*2024-10-06 Development Build 0.225.0.46
* Significantly improved the Sensors data structure.
* Created various new UI elements to support the new data structure. * The Explored percentage on the Long Range sensors is now connected to the save system. * Added a progress screen to the Long Range Survey process. * Planet listings on the Long Range sensors now show "Unknown Planet" until a survey has been performed.* Added a tree structure to the Long Range sensors planets listing.
*2024-10-07 Development Build 0.225.0.47
* Updated the Medium Range sensors layout to bring it in line with the Long Range version.
* Added the ability to perform a Medium Range scan while within a star system, which reveals more information about the planets therein ("Atmospheric Terrestrial Worlds" will further refine down to "Earth Analogues" or "Water Worlds" for example).
* Added the additional exploration percentage gained from Medium Range scans to the existing save data.*2024-10-10 Development Build 0.225.0.48
* Fixed a few minor issues with the sensors.
* Build a new system for distributing generated planet textures to various different game systems. * Added a new "Surface Map" function on the Short Range sensors. This will display a 2D map of the planet's surface. * The Short Range sensors will now automatically show targets within range.* The Short Range sensors will now update the distance to the ship in real time.
*2024-10-14 Development Build 0.225.0.49
* Added a 3 tier graphical indicator to planetary listings on the sensors, which reflects the 3 levels of scan depth.
* Fixed the medium range scan not saving properly. * Renamed the "Display Range" controls to "Display Zoom", and inverted the controls on all sensor modes. * Fixed the GPS mode not counting the stellar objects properly. * Added "Rogue Planet" and "Unknown" counters to the sector object count. They'll just show 0 for now. * Fixed the GPS mode not calculating the sector type properly. * Tidied up the boxes on the GPS mode so they all line up nicely. * Improved how the GPS mode is rendered on the Holo Display. * Added the current Sensor Target to the galaxy map on the Holo Display. * Renamed all instances of "Manual Target" with "Manual Sector" on the Sensors, which more accurately describes the output data. * Replaced the "Manual Sector" indicator with an accurately scaled red cube on the Holo Display, highlighting the exact size of one cubic sector. * Added a small information panel under the sensor mode buttons to display things like sensor status and condition. * Added some flashing status text on the Long Range sensors when a survey is running. * Fixed the Filter dropdown on the Long Range sensors. * Added the Long Range manual location output to the Holo Display. * Clamped the colour value on LTY class stars on the Holo Display so that they don't get displayed as bright red objects. * Fixed the Sensors and Nav Target indicators on the Long Range Holo Display. * Fixed the rendering of manual sectors on the Long Range Holo Display. * Hooked up the remaining manual entry buttons on the Long Range sensors UI. * Fixed various issues with focus switching on the Long Range sensors UI.* Replaced the "spawned planet actor" with a more lightweight textured sphere on the Short Range Holo Display. Still WIP.
*2024-10-17 Development Build 0.225.0.50
* Added the little mode-details screen to the Medium and Short range sensors.
* The "Initiate Survey" button will now be greyed out and show as "Survey Complete" on the Medium & Long Range sensors if that system has already been scanned. * Fixed the Long Range sensors not properly resetting to their default state when switching sensor modes. * The "View Detail" button on the Long Range sensors is now greyed out if no target is selected. * Fixed the Sensors Target indicator lingering on the Holo Display when no target is selected. * Added the ability to align the Medium Range Holo Display to the ship or the target object.* Added an Orrery Map to the Long Range Holo Display when selecting "View Detail" on any star system, at any range.
*2024-10-21 Development Build 0.225.0.51
* Fixed the Orrery Map object alignment on the Holo Display. Everything is now in the correct relative location/rotation.
* Renamed the "GPS Dish" text on the sensors UI to "XNAV Dish", reflecting its nature as a complex X-Ray Telescope. * Added a KM/AU scale zoom function to the Long Range UI for the Orrery Map, when on the "View Detail" mode. * Replaced the single string "Action Message" variable on the sensors UI with an array instead. UI buttons can now trigger any number of unique actions. * Fixed the Long Range sensors losing their target highlight when toggling the current focus mode. * Tweaked the relative brightness of stars on the Holo Display to better accentuate the hotter stars. * Improved the way explored state is tracked by the sensors UI and Holo Display. It's now stored as part of the sensor state, making it easier to pass around. * The star/planets and their associated labels will now scale with the Holo Display Orrery Map, so if you zoom all the way in they get huge. * Replaced the volumetric temperature regions with a texture based solution on the Holo Display, which means they now work when volumetric fog is turned off. * Added the Sensor and Nav targets back to the Orrery Map. * Made the Long Range scan results a little more ambiguous. They now only say "Terrestrial Planet" or "Gas Giant". A Medium Range scan is required to reveal more.* Fixed numerous small niggles with the Long Range Sensors UI and the Holo Display.
*2024-10-25 Development Build 0.225.0.52
* Added the ability to list the Medium Range sensors by distance "To Parent" or "To Ship".
* Updated the distance display on the Long and Medium range sensors to show KM if the distance is <0.1 AU. * Implemented range awareness on the Long Range sensors, so the survey button will say now "Out of Range" if the target is over 2,000ly away. * The Long Range sensors will now only show planets around a star up to the maximum 2,000ly range. They will soon estimate the number of planets instead, based on unaccounted mass. * Added the knowledge level requirements to the Medium Range sensors. * Added the ability to toggle clouds on or off on the Short Range planet view. * Added the ability to toggle the day/night terminator on the Short Range planet view.* Added the ability to show tech signatures on the Short Range planet view.
*2024-10-29 Development Build 0.225.0.53
* Added 3D lines to the Nav and Sensor targets on the Long and Medium Range holo display modes.
* Created a new marquee material to make the 3D lines animated. * Added distance display text to the new 3D lines. * Fixed the Holo Display targets remaining visible beyond the edge of the display. * Fixed the mini ship on the Holo Display being incorrectly visible in distant systems. * Gave the mini ship a glowing texture to make it more visually obvious. * Fixed the Nav and Sensor targets not having target circles on the bridge window display. * Fixed the Sensor target not rendering at all on the bridge window display.* Optimised a few aspects of the Holo Display rendering.
*2024-10-31 Development Build 0.225.0.54
* Renamed the "Display Zoom" titles back to "Display Range" on all 4 sensor modes.
* Capped the sorted sector data to 50ly, which has all but completely fixed the per-lightyear hitching. * Improved the Short Range data overlay buttons so that they have clear ON/OFF states. * Added a temporary ship teleport button to the Sensors UI. (For rapid debugging) * Added a temporary AutoNav button to the sensors UI. (Simulates an NPC pilot) * Added the Orrery Map to the Short Range sensors. This will change to the planetary map when the map is enabled. * Fixed the Display Range controls on the Short Range sensors. * Added the ability to scan individual planets and stars, which means star systems can now be scanned up to the full 100%. * Fixed the sensor target distance text showing up on the Orrery Map when no target is selected. * Fixed stars showing negative distance values on various sensor modes. * Fixed the Long Range sensors not properly capping their display range at 50ly when using the range controls.* Polished and tweaked a few minor things here and there.
*2024-11-04 Development Build 0.225.0.55
* Fixed some items on the holo display not layering properly with the glass panels around the bridge.
* Renamed the "Display Order" category box to "Sensors UI" on the Medium Range sensors, and added a new toggle button for Display Order. * Renamed the "Display Alignment" category box to "Holo Display" on the Medium Range sensors, and added a new toggle button for Display Alignment. * Added a button to toggle the Temperature Regions on/off on the Medium Range sensors. * Created a new material for rendering the temperature regions on a 2D plane. This will be for a future "flat" mode on the Orrery Map. * Renamed the range category boxes (again) to "Sensor Range" in the hope that it causes the least amount of confusion. * Fixed a math error on the Medium sensor range, and increased the display range to 30,000AU to match the hardware limit. It also now shows as LY over 0.1 LY. * Added a visual effect to the dotted sensor target line when an active scan is taking place. * Updated the sensor target label to say "SCANNING" when an active scan is taking place. * Added a progress bar to the Long Range sensors when conducting a survey. * Updated the Holo Display so that it cycles through the objects being scanned when conducting a Long Range survey. * Updated the Holo Display so that it cycles through the objects being scanned when conducting a Medium Range survey. * Greatly improved how visibility is managed for the space labels visible from the bridge windows. * Updated the Long Range detail mode to have the star targeted by default. * Added some AVA voice lines for the Long Range survey. * Started replacing the WIP greybox geometry around D/E decks with proper framework pieces.* Replaced the old Ring 0 framework geometry on F Deck with the new properly segmented version.
*2024-11-07 Development Build 0.225.0.56
* Fixed several player collision issues around the main crew lift area.
* Prepped F Deck for its new framework pieces by removing the existing (incorrectly sized) floor and wall panels. * F Deck, Ring 1, Aft - New framework walls. * F Deck, Ring 1, Port, Forward, Starboard - New framework walls. * F Deck, Ring 0 - New framework floor & custom collision mesh. * F Deck, Ring 1, Aft - New framework floor & custom collision mesh. * F Deck, Ring 1, Port, Forward, Starboard - New framework floor & custom collision mesh. * F Deck, Ring 2, Aft - New framework floor (WIP) & custom collision mesh.* F Deck, Ring 2, Port, Forward, Starboard - New framework floor (WIP) & custom collision mesh.
*2024-11-12 Development Build 0.225.0.57
* F Deck, Ring 1, Aft - Updated framework walls.
* F Deck, Ring 2, Aft - Updated framework walls. * F Deck, Ring 2, Port, Forward, Starboard - Updated framework walls. * Enabled Cloud Saves on Steam for all game branches, including the current public Demo. * Fixed and re-enabled the F1 bug reporting form. * Designed and templated the maintenance access corridors where F Deck connects to the FTL ring. * Started building the "Keel Fin" that connects G Deck to the FTL ring. * Designed and modelled the underside framework sections for F and G decks, including the cavity for the cargo holds to the rear. * Started laying out the greybox geometry for the sublight engines and their associated pylons. * Mapped out where the crew access points need to be cut through for the new H, I, and J decks inside the Keel Fin.* Cut some access holes and fixed some collisions around G Deck.
*2024-11-21 Development Build 0.225.0.58
* D/E/F/G Decks, Ring 0 - Re-modelled all 3 versions of the stairs in the reactor room so that they fit the new deck heights.
* D/E/F/G Decks, Ring 0 - Added new spline-driven railings to the new stairs. * F/G Decks, Ring 1 - Designed and modelled 4 new rubber floor panels. (They are similar to the old ones, just more detailed) * F Deck, Ring 2 - Designed and modelled 1 new rubber floor panels. * F Deck, Rings 1/2 - Added numerous new socket-based connection points around for the new floor panels.* F Deck, Rings 1/2 - Fleshed out more of the structural framework pieces.
*2024-11-25 Development Build 0.225.0.59
* The new sensors are now ~90% functional in multiplayer. It's mostly just the main star listing not replicating now due to packet size issues.
* Added a throttle to some of the sensor data updates to stop the replication being overwhelmed. * Refined how numerous aspects of the sensors handle replication in an effort to optimise the network traffic. * Fixed the ship lighting being super bright in multiplayer games for clients. * F Deck, Ring 2 - Designed and modeled 2 new engineering floor panels.* F Deck, Ring 2 - Updated the framework geometry around the battery rooms.